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Mimic (3.5e Template)

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Revision as of 16:49, December 2, 2012 by (Talk)

Created By
Leziad (talk)
Date Created: 18 March, 2009
Status: In construction
Editing: Completed


Summary::Mimics are imitation, a mockery of nature. Mimics are very similar in apparence and personality to the base creature. However they are aberration with an instinctive loyalty toward it master. A mimics is gifted with conscience and even a soul, they are bonded to their master and creature. Mimics are terrible creation, while they are conscious, capable of deep thoughts and emotions they are inhuman. While a mimic physical apparence is very similar to the base creature, they have no organs. Their flesh is replaced by a fleshy crystal-like matter and their skeletons is artificially made of a living alchemical metal. Their very life force of the mimic is arcane energy. They are spellbound to their master wills, in fact their entire personality is bent around their master.

Creating a Mimic

Mimic is a acquired template, mimic template can only be applied to humanoid or monstrous humanoid.

Size and Type

The mimic type change to aberration. No recalculation of hit dice. Size remain the same.

Armor Class

+2 Natural AC, stack with any other natural ac bonus.

Special Qualities

Artificial Body: Mimics are not subject to negative or positive energy. Thus cannot be healed or damages by it. However, their aberrant nature allow them to heal naturally at a alarming rate. They have fast healing equal to half their HDs (Minimum of 1). The fast healing is a (Supernatural) ability.

Construct Body: Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. A mimic does not need to eat, drink, sleep or breath.

Eternal Youth: Mimics do not age physically, however their mental abilities still improve. They do not die of old age.

Magical Lifeforce: Dispel magic and antimagic fields have a negative effect on mimics. When hit with any dispel magic, make a Will saving throw vs being knocked stunned for 1d4 rounds. An antimagic field incurs a save vs unconsciousness every round until they leave the area, and mage's disjunction becomes a save vs death.

Master Dependency: The mimic creator and master have total control over the mimic. As long as the mimic is within 1 mile of him he can target the mimic with dominate monster (last until dismissed). This ability can be used at will and offer no save to the mimic. Mimics are also dead loyal to their master, any attempt to make them turn against their master automatically fail (even with the use of powerful spells). This is a (Supernatural) ability.

Naturally Psionic: Mimics gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.

Challenge Rating


Level Adjustment


Mimics Lore


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